As said in the other thread, we must see inhowfar replacing the claim cell with your wip cell will impact currently linked doors. I also touched that cell already, but i didn't do very much in there yet, apart from replacing rocks and clearing some container plants.

After some initial hesitation, I have taken the step of the changing the given terrain a little bit. What I have never liked with lestats exteriors is the abrupt switches between landscape styles or how plateaus and round hills are often oddly next to each other. Also, i want to show the Aldkarth lowlands consistently as a low and flat plateau landscape, which it already is for the most part.

Not so sure, they do look good but in a defensive point of view make the city over looked by the attackers. So why would you build a city there in the first place. I thought city's are built on the highest ground around or on a high economic area like rivers and such.

I think the location makes sense. Building a major city on top of one of the taller mesas would be very much work, especially with transport. Besides, Karthwasten is located on an easily defendable mesa, the gorges acting as moats. Sure, you could fire upon the city with siege equipment from the surrounding mesas, but that would be the case with most locations in the Reach.

Apart from cleaning up grass and adding back trees, bushes and some container plants, I'm mostly done. The secret entrance to the underground system should be slightly more secret now. That utterly inaccessibly cave on the nearby hill can now accessed by taking a long walk.

Since I had to generate grass anew, I couldn't resist changing the grass composition, which means that we should probably re-generate grass for the complete aldkarth lowlands. I'm going to share the respective grass.ini - settings with the finished file, as I'm still tweaking around with it at the minute.

This file should be ready for continuation within claim 25. Grab it, berry!

the grass.ini-settings are within the archive. Please make sure to adapt container plants to the new composition, as I have done within my claim boundaries: Only Persarine, Dragynia, Silver Palm, Apple Tree and Wither Wheat. I have targeted for an average amount of 30 container plants per cell, with roughly 10 of them being wither wheat.

I have left the grass within the city itself alone, because it would have been extremely effort-consuming to remake the grass therein and the slight composition changes wouldn't have justified it. In fact, I think it would be sufficient just to re-generate the grass for major grass surfaces south of the city.

Overall I have rushed a little bit with this claim, but I don't think that these overhaul claims should consume overly much time and attention. They are exteriors that were previously in a state of finished and we are just doing some needed touch-ups. We also need to make 5 more of these claims, before release can happen and I don't want this to take yet another year.

berry, you probably don't need to perform any terrain changes within 25 as I performed them within 26, but it's up to your judgement, of course. Also, feel free to tweak around with 26, should you encounter errors or anything else looking odd to you. I have tried to catch all errors, but there are always some of them escaping my attention.

Edit: Removed the file. Please use the more-up-to-date version from #25.

Compared to berry's Dragonstar bazaar and my current work on the Markarth marketplace, Karthwasten's market feels too small and bare. Especially when it's actually supposed to be the most mercantile of those three cities. I propose increasing the number of stalls, with inspiration from the other two markets.

I honestly don't think Karthwasten's market is too bad. With the NPCs, it's pretty comfy. Adding a lot more objects might just reduce framerate. But if there are constructive improvements you can suggest, I'm all for it.

<roerich> woah it's hot in here
<Lord Berandas> it must be Summer.
<Infragris> #hell is meant as a spam and off topic channel. Doing a great job already

Though I admit its outdoor market feels a bit cramped, Karthwasten does already have a crap load of shops and taverns to help compensate. That and the frame-rate is already pushing the level of acceptability.

I'm lodging a request to remove the Middle Class tavern (interior #14) from Karthwasten - both the interior and the exterior building. Ideally, I want each of Karthwasten's inns/taverns to have a distinct personality, and I'm struggling to come up with one for this place. Having four inns in a single settlement also seems like overkill to me. Its location also strikes me as a good place to add a street to make the city easier to traverse (the main road is very long, and only connects to the rest of the town at its ends). Perhaps we could also add some market stands here, to help address roerich's prior concerns.